> On 9 Aug 2016, at 10:21, Robert Osfield wrote:
>
> I'm happy to merge the changes, could you raise a pull request based
> on these changes?
https://github.com/openscenegraph/OpenSceneGraph/pull/115
Kind regards,
James
Hi Jannik,
On 15 August 2016 at 15:03, Jannik Heller wrote:
> Given that there is no documentation suggesting that removing RTT camera's is
> unsafe - I just assumed it was a bug :)
You can't document a issue if you haven't conceived of the specific
usage case that it's
Hi,
>
> Your crash suggests otherwise :-)
>
Given that there is no documentation suggesting that removing RTT camera's is
unsafe - I just assumed it was a bug :)
As a workaround I believe that removing the Camera's children before removing
the camera should fix the crash. That means
Hi Jannik,
On 15 August 2016 at 13:21, Jannik Heller wrote:
> As far as I'm aware, in-scene graph cameras are not supposed to be subject to
> threading issues and *should* be safely removable without stopping the viewer
> threading.
Your crash suggests otherwise :-)
I
Hi Robert,
I know about the restriction with viewer-level cameras (add/removeSlave). I'm
not using those. I'm using in-scenegraph cameras for render to texture effects.
subgraph->addChild(rttCamera);
As far as I'm aware, in-scene graph cameras are not supposed to be subject to
threading
Hi Julien et. al,
On 14 August 2016 at 23:21, Julien Valentin wrote:
> Recently Robert opens a new branch for the integaration of VAO in osg.
To check it out have a look at the VAO branch:
git checkout vertex_array_object
Then rebuild the OSG, To enable use of
Hi,
I'm glad that osg's VAO edition is in hand.
I'm intersted in opengl and osg,I once tried to add 'vao' and 'instance draw'
functions to osg because I had many same models and texts to draw and I didn't
want to give up osg's 'cull' fuction.
It took me much time thinking about where I should
Hi Jannik,
A quick reply as I don't have time right now to look into the details
of this particular crash.
As a general note, the design of osgViewer assumes that viewer level
Camera's won't be added/removed while viewer threads are running.
It's easy to just call do something like:
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